Get rid of MSVC's __int64

Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
This commit is contained in:
void_17
2026-03-02 15:53:32 +07:00
parent d6ec138710
commit d63f79325f
308 changed files with 5371 additions and 5379 deletions

View File

@@ -176,20 +176,20 @@ int ByteBuffer::getInt(unsigned int index)
//
//Returns:
//The long value at the buffer's current position
__int64 ByteBuffer::getLong()
int64_t ByteBuffer::getLong()
{
assert( m_position+8 < m_limit );
__int64 value = 0;
int64_t value = 0;
__int64 b1 = buffer[ m_position ];
__int64 b2 = buffer[ m_position+1 ];
__int64 b3 = buffer[ m_position+2 ];
__int64 b4 = buffer[ m_position+3 ];
__int64 b5 = buffer[ m_position+4 ];
__int64 b6 = buffer[ m_position+5 ];
__int64 b7 = buffer[ m_position+6 ];
__int64 b8 = buffer[ m_position+7 ];
int64_t b1 = buffer[ m_position ];
int64_t b2 = buffer[ m_position+1 ];
int64_t b3 = buffer[ m_position+2 ];
int64_t b4 = buffer[ m_position+3 ];
int64_t b5 = buffer[ m_position+4 ];
int64_t b6 = buffer[ m_position+5 ];
int64_t b7 = buffer[ m_position+6 ];
int64_t b8 = buffer[ m_position+7 ];
m_position += 8;
@@ -358,7 +358,7 @@ ByteBuffer *ByteBuffer::putShortArray(shortArray &s)
// TODO 4J Stu - Should this function be writing from the start of the buffer, or from position?
// And should it update position?
assert( s.length*2 <= m_limit);
// 4J Stu - Assumes big endian
memcpy( buffer, s.data, s.length*2 );
@@ -373,7 +373,7 @@ ByteBuffer *ByteBuffer::putShortArray(shortArray &s)
//value - The long value to be written
//Returns:
//This buffer
ByteBuffer *ByteBuffer::putLong(__int64 value)
ByteBuffer *ByteBuffer::putLong(int64_t value)
{
assert( m_position+7 < m_limit );
@@ -407,7 +407,7 @@ ByteBuffer *ByteBuffer::putLong(__int64 value)
//This method transfers the entire content of the given source byte array into this buffer.
//An invocation of this method of the form dst.put(a) behaves in exactly the same way as the invocation
//
// dst.put(a, 0, a.length)
// dst.put(a, 0, a.length)
//Returns:
//This buffer
ByteBuffer *ByteBuffer::put(byteArray inputArray)
@@ -436,7 +436,7 @@ byteArray ByteBuffer::array()
//it will be read-only if, and only if, this buffer is read-only.
//
//Returns:
//A new int buffer
//A new int buffer
IntBuffer *ByteBuffer::asIntBuffer()
{
// TODO 4J Stu - Is it safe to just cast our byte array pointer to another type?
@@ -463,7 +463,7 @@ FloatBuffer *ByteBuffer::asFloatBuffer()
#ifdef __PS3__
// we're using the RSX now to upload textures to vram, so we need th main ram textures allocated from io space
ByteBuffer_IO::ByteBuffer_IO( unsigned int capacity )
ByteBuffer_IO::ByteBuffer_IO( unsigned int capacity )
: ByteBuffer(capacity, (byte*)RenderManager.allocIOMem(capacity, 64))
{
memset( buffer,0,sizeof(byte)*capacity);